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Messages - Hypershell

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3301
X / Re: Megaman X6. No parts. Shadow Armor. Gate 2....
« on: October 16, 2009, 03:37:28 AM »
Jumper makes you hit the wall I had thought.
Nope, you can still get under the wall, and Jumper will increase your air time.  Jumper just isn't enough by itself, is all.  Trust me, Jumper/Hyper Dash combo is my preferred unarmored/Shadow Armor method for that pit, I use it all the time.

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As for Hyper Dash, naked unarmored X can't get it.
...why not?  The secret area of Inami Temple is a hell of a lot easier to reach and navigate unarmored than the death trap that is Jumper's location.  And there's no way you're getting to Gate's Lab 2 unarmored without that (Jumper and Ice Burst to clear the spiked wall).

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So I need to get both Ground Dash & Magma Blade? I can't do it with just 1 of them? Also, I don't need Speedster?
You do not need Speedster, although it does help.  Not sure about using one single weapon.  Could work, I suppose, just more tedious, since you have to pause twice per weapon use (once to cancel and once to switch back; using two weapons you can rotate between them and thus pause once between each use).

3302
X / Re: X and Zero: Their DNA and their souls.
« on: October 16, 2009, 03:26:21 AM »
Proximity is not the determining factor.  The alternative to satellite is fusion, which kills the elf.  Within is closer proximity, and more direct access to the host's power reactor, than orbit.

Just because the elf isn't dead doesn't mean that some power isn't consumed.  X isn't dead at the end of Z3, he's just easing up.  But it's not unreasonable to think that a lesser power drain would allow the elf to manage it and continue living.  Bear in mind that satellites come with a limitation, that being the number of links that can be made, whereas fusion does not have that restriction.  This would seem to indicate some interface on the user's end.

Altering reality takes a lot of power, so much that a program entity utilizing that much power renders itself vulnerable to substance world weapons (see Nightmare, and Sigma Virus enemies in X2/X3).  Focusing on a particular host through a specially designed interface, it's no surprise that the burdens would be eased, thus the elf's survival and continued support.

The basic difference is that Zero has always been amongst the big boys, whereas X is an underdog that rises to new heights to meet the situation.
This would explain why Zero is less prone to sudden power leaps than X, but the fact that the need doesn't arise as often doesn't mean that he's less capable of it happening.  Remember Command Mission?  He's out-matched by Jentra in the same manner as X was on the ropes against Jango, but he still saves X's tail against a SFM-enhanced Shadow.

3303
X / Re: How would you describe Sigma?
« on: October 16, 2009, 03:05:06 AM »
I think it's fairly obvious that XCM was meant to be distanced from the rest of the X-series in terms of storyline, X8 included.  Why else did they leap to the next century and exclude the entire previous supporting cast?  So I don't think they did a "sloppy" job of connecting anything, I think they were in fact trying to avoid making such connections.

3304
Zero / Re: Shield Boomerang/Z Knuckle Reflection/Uses list
« on: October 16, 2009, 02:57:39 AM »
...need something sharp to break the glass?

I'd rather use a hook than my bare hand to grab Weil anyway.  He's no Ciel. >U<

One person with a problem out of 10 whom don't.
I'm going to say the same thing about Neko as I did a certain huggable-as-a-porcupine previous staffer of another MegaMan board:

It's just the way they are.  You'll get used to it.  ...or have a psychotic episode.

3305
Rockman Series / Re: Out of all the villains...
« on: October 16, 2009, 02:53:30 AM »
It's too bad that either Phantom's explosion was stronger or Zero's new body was weaker.
Not really; it is possible to get hit with that and survive.  Even so, at least Phantom's move is a visible suicide attack.

3306
Gaming / Re: Tatsunoko vs. Capcom (the sequel topic)
« on: October 16, 2009, 02:46:23 AM »
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a plasma wave that flies across the length of the screen.
Surprising that they used the X7 version, but nevertheless:

F*@#!! YEAH!!!

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The hyper Zero blaster is a charged attack triggered by holding down one of the attack buttons. When released, the attack releases a projectile that differs based on which button was used to trigger it.
All we need is a double-charge and the awesomeness is complete.

3307
Gaming / Re: New Super Mario Bros. Galaxy 2 Wii Turbo Edition
« on: October 16, 2009, 02:39:57 AM »
Apparently AVG is now blocking gonintendo... o-O

3308
Gaming / Re: Metroid Prime Trilogy Pack Coming Aug. 24th
« on: October 16, 2009, 02:36:46 AM »


If that is what Team Ninja is doing then they are not fit to handle Metroid.  The "rounded Power Suit" you're describing from Super Metroid is a technical flaw stemming from sprite re-use, and that contradiction is observable within Super Metroid itself:  In both the status screen and in Samus's forward-facing sprite, the Power Suit shoulders are properly angled as they are in all artwork and later-game depictions.  Varia adds the rounded armor in both of these instances within Super Metroid, but there is no sprite change in the rest of the sheet.

3309
Gaming / Re: Elements of a Good Compilation?
« on: October 16, 2009, 02:25:19 AM »
Simply put the originals should play either as good or potentially better than the originals (correcting system limitations, especially applicable to the NES).  Extra content?  It's nice, but it's not mandatory.  Controls adjustment?  Well, when you're working with a new controller it happens.  AC's reversal was senseless but by no means a deal-breaker for me.

MMAC was kind of a mixed bag.  8 was horrid, and there were a few musical hickups in the others (Bass's PF Ending is the most painful).  1-6 are improved over the NES performance (nice to eliminate flickering and sound channel interference), but at the same time, the fact that they based them on the PS1 Complete Works only to strip out the vast majority of the extras annoys me to no end.  I actually did like the menu interface, though.  Beats the hell out of XC's, and the new BGM for it was awesome.  Took the best two title themes in all of gaming history and mixed 'em together, brilliant.

XC achieved more accurate emulation, far superior to AC.  At the same time, the fact that they couldn't properly loop SNES music is unbelievable (I can only hope that is a sign of the new soundtracks that were allegedly cancelled; DAMN I WANT TO HEAR SOME REMIXED X2!!!).  Other than that it works.  X6's lack of voice is disappointing but at the same time I can understand it as a filesize-conscious decision (unlike, say, ZX).  Then again, maybe if they could have properly sequenced the SNES it wouldn't have mattered.

Mega Man X Collection is much better, though I'd prefer the original X3 instead of the one with the music that sounds like a broken merry-go-round...
Even if there are several instances where I prefer SNES music, and I most definitely prefer SNES SFX, I'm still happy they brought the PS1/PC version over and very much admire their decision to do go.  Why?  Because that version was previously unavailable in this region.  It was a great act of fanservice.  Granted, the option of both would have dodged the issue, but GCN disc limits and (again) lack of proper SNES sound emulation probably didn't help matter.

1) Pixel perfection - In short, when I purchase a collection that contains a number of my favorite games, I would prefer to be able to play those games verbatim to how I remember them. How the Mega Man, Capcom Arcade and Sonic collections have done a lot to fall flat in this area, in spite of the technology that was available even at those times, baffles me. I should not have to deal with any thing relating to graphical glitches, slowdown, and other runtime problems that didn't exist in the original version.
Refresh my memory, what runtime issues did Sonic Mega Collection have?  Granted my focus is mainly on S3&K, but the only major issue I noticed is the weirdo instrument swap in Sky Sanctuary.

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2) the "All Stars" way - To this day, I don't think any collection of games has done as much as Ninty did with this pack. Take all of the old stuff, give it a fresh coat of next-generation paint, while still possessing a great deal of what made those original games as sexcllent as they always were. That's the other way I like my collections, in that, I would certainly love to see something that gave me perhaps not only that which I was familiar with, but more on top of that. As long as it doesn't take away from the original package deal, then shoot, GIMME!
I love All-Stars, but it is not perfect.  There is a valid point in that jumping physics for SMB/Lost Levels are off.  Lost Levels also got nerfed in some areas (not as badly as Mario Bros. Deluxe, but still).  The NES original is a whole other beast.  And then some minis are missing from the SMB3 Versus selection.  NES also has the definite superior fireball SFX (I thank NSMB for preserving it).

On the other hand, the fresh coat of paint worked wonders, especially for 2/USA and 3.  And the FRIKKIN NEW BOWSER MUSIC IN 1/LOST LEVELS is something I really wish Nintendo would acknowledge in all their retro-loving (that and the fact that bridges over lava shall be destroyed with an *AXE* and not a damn switch).

3310
Zero / Re: Shield Boomerang/Z Knuckle Reflection/Uses list
« on: October 15, 2009, 04:00:43 AM »
Why didn't it get it's own EX Skill....
You got me.  No reason whatsoever one shouldn't have gotten a ground-punching move from Hell The Giant. O:<

3311
X / Re: X and Zero: Their DNA and their souls.
« on: October 15, 2009, 03:53:11 AM »
Thing about DNA souls, is that I do not believe that a Reploid's DNA and a Reploid's soul are necessarily synonymous.  Certainly they are linked, but that's not the same thing.  In Xtreme2 Gareth and Berkana are seizing Reploid's souls, but you do not need to erase one's soul to simply download their DNA data.

A change in DNA by definition would yield a change in the body.  Increasing the strength of the soul is another matter, it would seem to enhance performance, but whether it enhances the mechanics of the body is arguable (see X vs. Sigma in TDoS).  Remember that heavy use of the soul's power (such as reality alteration) will drain it, hence the death of most Cyber-Elves when used, and X throwing in the towel at the end of Z3.

X's limitless potential is a physical attribute, it is the ability to evolve, to exceed all Repliroid. It's not that his "soul" grows more powerful, it's that his determination for his cause, which is born from worrying and defines "heart", drives him  under extreme circumstances to exceed the limits of his body. In combat, X's determination forces his physical abilities to constantly grow until he has succeeded his enemies.

Zero on the other hand, does not have limitless evolutionary potential. Where X is more power growth orientated, Zero is more skill growth orientated, though Zero has considerable power regardless, just as much as X himself as considerable skill.
I think that the "evolutionary potential" that Zero lacks is not so much power-oriented as it is heart-oriented.  While all Reploids, Zero included, have heart/conscience/suffering circuit/whatever, X's goes deeper than any other.  X has the ability to empathize with humanity on a level that Zero, and in fact most Reploids, cannot, thus making them unfit to "change the world", as said in Z4.  To X this does not apply.  That's what makes him the superior Hunter.  Zero does not take it upon himself to direct history but rather lends his power to those he believes in, and the first he believed in was X.

I have to disagree with the notion that Zero does not grow in power in the same manner as X (I don't know if this is what you were saying, but your text could be read with the implication that Zero is strong but doesn't get any stronger).  X had the potential to defeat Zero as early as X2, if Zero was not growing in power as well as skill he'd be long since left behind in the dust.  Yet many games in both the near and distant future establish Zero as continuing to be a force to be reckoned with, even when hindered by amnesia.

3312
X / Re: Megaman X6. No parts. Shadow Armor. Gate 2....
« on: October 15, 2009, 03:22:12 AM »
You can either cycle through Magma Blade/Ground Dash, or just equip the Hyper Dash part (Jumper is not necessary but will make life easier).

3313
Zero / Re: Shield Boomerang/Z Knuckle Reflection/Uses list
« on: October 15, 2009, 03:19:59 AM »
Z Knuckle's most useful feature is Grab Ass. By far.
Except that it does not provoke a death-inducing bitchslap, which leaves it inferior to Trigger's Lifter.

I just love Z-Knuckle for the Flame Sword.  Too bad you can't carry weapons between levels, 'cuz that thing rocks.

3314
Rockman Series / Re: Out of all the villains...
« on: October 15, 2009, 03:17:13 AM »
I just enjoy the fact that you get to kick the series baddie while he's down.  It's not often you get to see the main villain pjwned that badly in fantasy stories period, much less MegaMan.

That and the kickass form 2 music.  And the fact that it has the biggest, loudest, awesomest boss explosion ever (funny how that doesn't scratch Zero while X5's killed him; I guess Isoc/Wily planned ahead).

3315
Gaming / Re: New Super Mario Bros. Galaxy 2 Wii Turbo Edition
« on: October 15, 2009, 03:12:58 AM »
Whatever works.  I'm still wondering why the hell Daisy didn't get a Luigi-esque role in Super Princess Peach. -_-

3316
Gaming / Re: Tatsunoko vs. Capcom (the sequel topic)
« on: October 15, 2009, 03:10:29 AM »
Unfortunately, I think Capcom's trying to put MMX:CM far behind them.

Don't know why, other than sales numbers. It was and still is a great RPG.
You never know.  I'd have never expected the X-series Zero design to beat out the MMZ design for a fighter cameo, much less for Cappy to ignore the X8 redesign in doing so (THANK YOU!!! 8) ).  So maybe AZ will show up.  Maybe not.  I personally would be satisfied with a Double Charge Wave.

3317
Gaming / Re: Metroid Prime Trilogy Pack Coming Aug. 24th
« on: October 15, 2009, 03:08:09 AM »
Anyway, as for Other M, check out this image and compare to Brawl or the Prime games.  The armor plating on the legs, arms, and shoulders is -completely- different, and the chestplate has light bars that go vertically from top to bottom now instead of horizontal ones.  Albeit, judging from the coloring that may actually be the Power Suit and not the Varia Suit, but it's hard to tell just yet.
In all fairness I'm pretty sure the "light bars" thing was not established before Retro entered the scene.  I mean yes the suit lit up in Super Metroid but I don't know that it was detailed exactly as it was in Prime.  Pretty sure that there have been subtle differences in the Varia Suit before.  And there are most definitely been changes to body proportions (particularly the shoulders; necessary for the head to be visible in a sidescroller whereas Prime could go nuts).

As for the screenshot, the shoulders look big enough that it should be Varia (Power Suit's shoulders are not rounded in that fashion).  I can also see what looks like the thigh armor outline on the leg.  I would attribute the color and general lack of detail to the fact that it's an early screen, but we'll see.

3318
Gaming / Re: New Super Mario Bros. Galaxy 2 Wii Turbo Edition
« on: October 15, 2009, 03:01:28 AM »
Wi-Fi would have been dreamy since I doubt I'll ever have more than 2 players locally.  Oh well...

And I hope for Playable Peach too!
As awesome as that would be, SOMEBODY has to play the damsel in distress if Bowser/Koopa Kids are involved.

Personally I'm hoping for playable Daisy. 8)

Hey, a guy can dream...

3319
Emulation / Re: Best N64 emulator?
« on: October 15, 2009, 02:56:55 AM »
Project 64 would be my choice as well.

So far as Wii64 goes, you have to bear in mind that they're still on Beta 1.  It does play Zelda well, but there's a myraid of games (not to mention control setup) that could be done better.  So here's hoping it improves with time.

There is ye olde inject-stuff-into-VC-files route, but then a lot of games don't work with that either (BATTLETANX?!  Honestly!), and it's more complicated and legally questionable than your average unsigned code, not worth it IMHO.  Plus the VC's lack of peripheral support pretty much blows anyway.

3320
Well, I picked a hell of a day to break from the internet...

F*@#!ING awesome and very unexpected for them to be using the (PROPER, nevermind X8) X-series design.  And damn are those attacks kickass (kinda wish we had some Double Charge Wave lovin', but life isn't perfect).

Well, that settles it.  Trigger, Zero, Roll, no way in hell I can miss this one.

3321
X / Re: Megaman X6. No parts. Shadow Armor. Gate 2....
« on: October 11, 2009, 10:55:05 PM »
Turtloid's alternate path, IIRC.

-AC
I was pointing out that Unarmored X and Shadow can't do it without weapons/parts. How many times do I need to reiterate that for you?
I still call bull on that seeings how a great many MegaMan games are impossible to clear without weapons.  X5 is the only previous game to allow skipping weapons, and yeah it worked for X5, doesn't mean it will or even should work for every game.  Not to mention that X5 is far from the model of character accessibility, considering how many parts are impossible to reach as Zero, and how many Power-Up Parts are tied to counterproductive options (X's parts with Life Ups and Zero's with Weapon Ups; not that any such association should have been made in the first place, but I cannot be the only person who thinks that the other way around would have worked better).

3322
ZX / Re: ZX: Model's X and Z were not made from X and Zero
« on: October 11, 2009, 05:39:03 AM »
I think I got about three posts into reading this thread before figuring it was a lost cause, but...

Because they were created without Inafune? All he did was draw up a few characters.
X5 and X6 were created without Inafune.  Hell, MegaMan was created without Inafune; Inafune was a character designer who joined after some basic idea had already been established.  He just happened to climb the ladder in Capcom and maintain a consistent and long-running involvement with MegaMan.

And if you honestly think that X6 or X8 are worse than X5 or Xtreme1, you need a boot to the head.

However, when a cyber elf is used, it dies.
Get equipped with Satellite Elves.

3323
Rockman Series / Re: Ancient Theories/Fanon
« on: October 11, 2009, 05:31:21 AM »
The US game continuity.  It's a more complex system (since you're accounting for different continuities), but FAR more accurate.
Ah, the ability of anonymous Reploids to reconstruct and enhance the unanalyzeable, the centuries of Maverick Wars before Eurasia, the destruction of Zero by X's hands, the ancient partnership between Wily and X...  U.S. canon rocks. 8D

Sorry, Gauntlet, but I have to disagree on the "accuracy" point.

Anything that sneaks in during localization is regarded as just that; something the translators made up and is therefore not part of the game story.
Mostly agreed, however there is one exception to the rule if you account for terminology changes.  It is exceedingly rare, although possible, for a change in terms to impact story events.  This happened in Legends 2.  Instead of Barrel enjoying a pun-name for his mysterious baby, we're left to ponder what powers of persuasion Roll had at less than one year of age.

Yes, Inafune did indeed say Wily was brought back by the virus; we saw that clearly in X5. But seriously, plotholes? What's impossible for one scientist may not be for another. Isoc and Serges, having gotten their hands on Zero's technology and Wily's brilliance, combined with how many ever decades of technological progress (another thing to keep in mind) would probably have found it only moderately difficult to manipulate the coding.
The problem is it's not "one scientist", it's the entire scientific community of 21XX, as explicitly stated by Izzy Glow in X5.  It's also the direct statement of the almighty credits cast list of X2 and X3.  By X5 "nobody" has fully analyzed X and Zero.  This is not to say noone ever will (somebody evidently surpassed Light's knowledge of Zero in 22XX, looking at XCM, then of course there's Zero-series two centuries later), but Serges and Isoc need to be taken in the context that is a much earlier timeframe than other events that establish the eventual better understanding of X and Zero.

Serges not only reconstructed but enhanced Zero (including the introduction of the Z-Saber, which X5, X6, and Z1 all establish as linked to Zero's power).  He also makes references to X's maker, which CoA conveniently chose to ignore.  Isoc is working as an assistant to Gate, who has made remarkable progress analyzing Zero yet still does not understand it fully (as he himself admits upon defeat).  Despite this, Isoc's knowledge of Zero actually surpasses Gate's, as does his interest (which Gate himself refers to as an obsession).  He is also the only character to have claimed to see Zero prior to Nightmare Zero's defeat, making him the likely candidate for Zero's repair (including a replacement saber).  That's an awful lot to dismiss.

3324
X / Re: X8. I didnt like it all that much.
« on: October 10, 2009, 07:56:57 PM »
See, I'm the opposite.  I think the slide-to-a-stop frames look cool.  But you skip them anyway if you hold forward, which I do, so it winds up not making any difference on that end.  Jumping at the end of the dash just lets you keep the dash speed longer without breaking.  I guess I just don't like to take to the air needlessly (with the following exceptions: Model HX, Xtreme2, and boss doors).

3325
Zero / Re: Is Zero still cool?
« on: October 10, 2009, 07:51:13 PM »
I've noticed that in both X8 and ZX.  You pretty much have to get right in the enemy's face these days, more so than previous titles.  And ZX's charged saber range is just pathetic (so is the fact that it's strength is 3/4 that of Z1-3's, for that matter).

MMZ Zero looks badass, just FABULOUSly badass. The whole series was based upon this concept.
Well...maybe when he's using the Z-Knuckle (that's my DSi wallpaper).  But you really can't deny that the thong is better suited for Aile.

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